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Posts posted by 1212PDMCDMPPM
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38 minutes ago, kllrt said:Oh well, it was fairly fast and easy to fix, so why not?
Another fast and easy fix (it should ;) ): can you change the black background in the Eden editor to white so that we can see what we're doing offmap please ?
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Zeus is not High Command. What we were able to do in few clicks in the editor now requires bending Zeus to do something it was never made for.
I also tried to replace HC by Zeus but this can't be done. Zeus units doesn't report ennemy contact visualy on the map like HC did.
We need BI to fix the High Command module, and at the same time, I already know they never will.
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You may have missed this part of the original post:
QuotePlease do not "mirror" this anywhere. Hotfixes happen without notification. I only support downloads from steam.
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Simply one of the best Arma 3 maps.
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I'm not a licence specialist but as long as you release your fix as a seperate addon and respect the APL-SA licence, I don't foresee any problem.
cf: https://www.bistudio.com/community/licenses/arma-public-license-share-alike
And thank you so much for taking care of this version of Sahrani !!
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@wsxcgy May I suggest you to hammer this thread:
The community has reported bugs and lack of documentation for more than a year now and we are still at the starting point on the "Visual Upgrade" issues.
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I seriously don't understand why this thread is not getting any love from BI.
Just tried to use chemlights during the night... and totally forgot they were broken since the "upgrade". :(
Can we have a clear action plan detailing all the acknowledge issues and when each is planned to be fixed ?
Make of that a "Night DLC" if you want but please, fix the pile of bugs introduced in 1.60 !
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On 06/05/2017 at 3:31 AM, badanov said:Terrain is beautiful, but it needs fords, otherwise the map is bisected into two parts and players will be forced to having a Zodiac boat backpack if they want to move from one side to the other.
You have a bridge to the north and you can cross the river in many places if you're ok to get a little bit wet.
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I tested in a quick mission and it seems that RUG_DSAI_TerminalDistance = -1; is proprely disabling RUG_DSAI while RUG_DSAI_CycleTime = 30; makes them less talkive.
No influence in the Arsenal.
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IIRC you can resign all pbo of all your addons with your community key. This is probably the best way to make sure everybody has the right addon in the right version.
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9 hours ago, Unleashthepain said:Is there a way to implement that Grey night time filter I44 had for night time missions? i remember the airborne mission had it so you could kind of see as no NVG obviously. Not sure if it was in either mod Or was that just a in game setting?
Untested on my side but you may try the ambient light script from Alias:
http://www.armaholic.com/page.php?id=31811
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5 hours ago, .kju said:not sure what exactly you are referring to - please explain
He's probably talking about the GOS Launcher which is creating symbolic link between the WS files and a !Workshop directory placed in the original Arma3 folder.
A very convenient launcher ! :)
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7 hours ago, imager6 said:I have been making a mission on your map, which works great in Eden and when you play from Eden. The problem is when you try to play it once it is packed, the map is very broken, no huts, dead VC and the list goes one. There is a problem it seems in the packing, but I am no expert. I make missions all the time for my group, but have never run into this problem. Is anyone running into a problem playing on a server also. I can not wait till this problem is solved, which I am sure it will be.
Huts are gone in v0.8... and they will come back "when it's done". ;)
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@bludski I just tried the newest version of the map and got this error message:
Warning Message: Cannot open object blud_mancave\blud_vc_mancave_bk.p3d
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47 minutes ago, bludski said:Only difference is no mod requirements.
That will make your map available to all communities. Thx again !
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36 minutes ago, bludski said:Next version uploaded to steam will be standalone and have nothing to do with the vietnam conflict.
Will you stick to old buildings (I would prefer that) or will you include the modern looking ones ?
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6 hours ago, eggbeast said:- roads are too cramped even for players to drive on, we drive through the jungle instead as its easier. the jungle is more open than da krong, and much easier to navigate the terrain, so roads with all that crowding from trees and those horrific V shaped vines (also a hated plant on da krong lol) with really bad geo/clipping are avoided. often the roads are blocked by trees or vines from each side, so you can't get past. this makes having AI convoys attacked in side missions completely redundant. which is a shame right now, as the road layout is lovely, and very realistic feeling. the roads are harder to navigate than the jungle, so something ain't quite right there.
That's because no road areas don't have any real malus to wheeled driving speed.
I've only seen this feature in one north european map (can't remeber its name...).
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25 minutes ago, kremator said:I wouldn't recommend that. Your machine you run like shit. Perhaps this IS a good way to test the 3FPS bug :)
I'm not saying you should do that to host a 64 player server. But to test missions, scripts, addons...etc in a real MP env with HC, it's perfectly fine.
And again, as long as you have 16 GB of RAM, it should run without issue. Remember that Arma is unable to use more than one core.
Many people are running multiple servers or server+HC on the same hardware in real MP env. Yo can check the official Arma discord, server admin channel if you like.
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4 hours ago, kremator said:AFAIK you dont need a 2nd copy of Arma3 to run an HC (however you do need a 2nd PC for the server). It is the equivalent of running a dedi server.
Not 100% accurate.
You can run a dedicated server, a HC and your regular client on one single PC with one single licence of Arma 3.
Each will use one core and, as most modern CPU have 4 cores at least, it won't be an issue at all.
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You know we don't like seeing nade this close ? ;)
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1 hour ago, Devastator_cm said:how was the condition of the vehicle? If badly damaged they ignore it
it looked ok but may be I didn't notice some engine damage or something like that. I'll do more tests and tell you if I find anything weird.
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Thx !!! :)
I forgot to mention I tested multiple times the demo mission. One time, the crew of the first vehicle was totally killed (the HMMV or something like that). The driver of the second vehicle was also killed. Once bluefor won, a driver for the second vehicule was assigned but they completly forgot the first one (and the only armed one) ;)
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Nice script !!
Shall I suggest a sleep 1 or 1.5 in the ConvoyMove.sqf after [_unit] allowGetIn false; (line 148) ?
This way all troops are not insta-popping from a vehicle.
FAMDB: A mission database and management system
in ARMA 3 - SERVERS & ADMINISTRATION
Posted
Very interesting tool !!
Do you continue to update it ?
How do you manage multiple version of the same mission ? Do you erase automatically the previous version of the mission on the server ?
Thx !